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Pic repeat alert!
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
Posts: 23,668
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Joined: Jun 2009
OK, turn report...
Ah, I interpreted CFC article on events correctly, then. Monarchy obsoletes the quest. Whatever. You can see a Pingo warrior keeping an eye on my warrior, and someone built hte GLH. It wasn't built in the Vikings capital, but then again, it did have enough time to move 7 tiles before being used so they could have used it in a different city, and the score increase seems to suggest it was them. They should have some fun with those wonders.
I moved some warriors to try and get contact with Commodore asap. I can get contact next turn if I use 2 workers to road SW of the wines, delays the wines by a turn but it might be worth it. Wait and see, if the city falls this turn I won't get contact. But it would be nice to see what I can do with Commodore in diplomacy.
Oh yay an axe. Wonder what it's doing there? Off to war leaving a small garrison? I hope so...
Grow my pretty, grow.
Boring.
Still boring.
1 food away from growing in 4, but I don't see the point in growing 1 turn fast if it means not working that gold tile.
I could use the furs this turn, and give the corn to DF, allowing Crapital to swap a plains cottage for a grass village. Still thinking about it. The main reason I want to keep the corn here is I want to get to size 4 quickly to push out a quite galley, but that's not exactly time critical. And DF can easily afford the extra population now...
...why did I plant this city again?
Down 15 GNP from top which is probably Dazed and scooter now. But I'm making 11 culture per turn, they are making well over 35 at a guess, and that is at max tax. So I'm quite happy with that atm. And making 1/3 more food than second place is always good.
--
Some tech times for you. Breakeven is 42bpt at 60%. It takes me :
- 5 turns for Fishing/Sailing,
- 1 turn for Archery (using 14 gold),
- 9 turns for HBR,
- 3 turns for Writing (lots of overflow here though, it's like 2.2 turns really, 2 turns using saved gold)
- 10 turns to Aesthetics
We live in Interesting times.
I'm still considering that Aesthetics beeline for SoZ in WTF? as with 2 forest chops (using Maths which I can get before I finish it) should take me 7 turns, with 14 hammers overflow, 5 turns of -3fpt and 19 hpt, 1 turn of -1fpt and 16hpt and two 30 hammer chops. Three chops would get it done in 5 turns but I seriously doubt I could get Maths in 4 turns. Then I only need a stables and to build a chariot to unlock HE, which takes 5 turns to build with one forest chop...very tempting.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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Question for Seven (not relevant to this game): How to you appraise the value of GPP now, as opposing to saving them now so you can get the exact type you need later? I'm thinking specifically for potential bulbs (ie GM needed to bulb CS) or a GP that could make a shrine?
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
Posts: 23,668
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Joined: Jun 2009
I went with the delayed winery, I really want to see what Commodore has. Plus I've some MM worked out that means hte winery isn't delayed. Considering one of those cities was captured, it doesn't look like Commodore has an awful lot.
I've made my decision to grow this city to size 14 and leave it there. It will work everything except the tiles 87 (forest, kept for health), 9 (plains hill, worked by GNAPs), 96 (grasshill, GNAPs), 36 (grass farm, GNAPs), 32 (pig, WTF?), 22 (plains, left fallow), 44 (silk, kept forested for health). At size 14 it shall work 11 cottages, one grass hill (that might get cottaged) a cow pasture and wheat farm for 11 hpt and 3 hpt, though I will likely cottage the fallow plains for when I get OR and a forge for better rounding. Healthwise, the cap will be size 14 with 1 more forest chopped; as I hook each new food resource I'll grow it vertically. Happiness is of no concern with HR in individual cities, but with wines hooked and the gradual addition of silver, markets and temples, it should stop me paying for the upkeep of the warriors...
Worker MM is just going to be a frantic attempt to keep enough tiles improved to work, and the health cap in order. Excluding worker movement I see 21 worker turns worth of roads, cottages and chops that need to go down. But it's not just about moving the units around, got to consider getting that plains forest chopped and cottaged before Crapital hits size 14. That will likely be the last tile worked, so not so difficult to set this up. Still, looking at 4 turns until size 12, but I'm still going to have to use that silk in lieu of an improved tile.
Next turn, T87, W4, 1, and 8 will finish the Winery, and the worker on the hill roads. DF hands the corn back to RVC, works the wine. Tech Fishing
T88 the road finishes, and all three workers move to chop the forest, completing the temple with 8-9 hammers overflow, probably builds a warrior for Crapital. Tech Sailing
T89 all workers mine. EOT DF grows onto the new mine.
T90 Two workers cottage the tile 6 of the cow. One worker moves to each of the grass forest, to chop into a galley. EOT Finish Sailing (might get it T89).
WTF? can finish the settler in 6 turns if it swaps the grass mine for a plains mine for a single turn. Loses a food but gains 1 turn on the settler and all consequence builds in that city. At size 13 with 3 irrigated plains and 3 grass forests and wines it can make 25 hpt, enough for 2 turn HA. Not an unreasonable aim IMO, and it does make an SoZ+HE city here a much more acceptable proposition in the short term. But those grass forests won't exist if they go into chopping the SoZ...whatever, dropping in cheaper archers for CG3 defenders, or spears etc means that this is a 1 turn unit pump from the turn it finishes the HE until probably rifles arrive on the scene.
Interesting point though is that with nerfed slavery I'm not going to have any decent cities for pumping out 5 turn or faster settlers if I put WTF? onto a hadrcore military build. OTOH, I ain't going to need those cities to build any land military whatsoever.
I need to grow this city vertically as high as I can, as fast as I can. This is the city that populates the south, at size 7, which is the highest it can reach without Civil Service, it makes 15 production per turn...7 turn settlers. And growing it that high is a bitch in any case. it'll probably stick at size 6, making 14 production a turn. Turns out the granary was a pretty crap investment, but it was still better IMO than warriors or a barracks.
The workers next turn split up, one moving to the plains forest, the other mining the plains hill for 1 turn
T88, the hill worker moves 7 and roads, as does the forest worker
T89, the roads are finished.
T90, move 1 worker to plains hill 47 of SC, other worker moves to forest 441 of SC.
T91, mine on hlil, chop forest. The settler in DF finishes this turn
T92, mine, cancel chop. Settler moves 2111
T93, settle new city 66 of the fish. Chop forest into monument. As Sailing should be researched by then, instant trade connection.
T94, mine finished, work mine.
The MM is iffy, at best. No way I could get a missionary out in time, so I have to get hte border pop form the Monument. The other option is to go settle for the pigs/clams site, but I have the same problem here: to claim the clam I have to pop the border, but at least it has the pigs to work, and an fp. Still, it's actually a better site than the fish city, but I want to give Pingo pause for thought before they exapnd further east. Still, I ought to consider this further, from a strategic perspective.
Part of me still can't believe that I settled this city. Whatever, along with that MM above for DF, it will build a galley ASAP, take 2 warriors over to beat the shit out of that barb warrior and then take over a settler and a worker...if it can find food. If there is absolutely no food over there at all, then I'm going to delay that city until the last possible moment that I need the happiness form the silver. Still, might only save me 10 or so turns...
...I have absolutely nothing new to say about this city. Honestly, more I look at it the more I wonder what I ingested when I was playing the turn. I suppose it will be nice to have the flexibility later.
Stats are decent, but the Top 5 city screen is just getting out of hand...
I'll gain 1gpt back when I move the warrior that met Commodore back into my lands. The rest, well, cottages are still growing, new cottages going up, and wineries due next turn. Seven, you need to work out some new ideas for growth in the early game
Scouting seems to be difficult in this game.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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Most of your pictures are 'this image has been moved or deleted'.
EitB 25 - Perpentach
Occasional mapmaker
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Sorted. Looks like the last screenshot didn't upload to the right folder and that screwed up my copy/paste method of placing picture links into posts.
Hmm, on second though, this seems to be the best way to get audience participation...
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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Krill Wrote:Hmm, on second though, this seems to be the best way to get audience participation...
What have I done?
EitB 25 - Perpentach
Occasional mapmaker
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Krill Wrote:
Part of me still can't believe that I settled this city. Whatever, along with that MM above for DF, it will build a galley ASAP, take 2 warriors over to beat the shit out of that barb warrior and then take over a settler and a worker...if it can find food. If there is absolutely no food over there at all, then I'm going to delay that city until the last possible moment that I need the happiness form the silver. Still, might only save me 10 or so turns...
Well I mean, the alternative was like a copper city and a city that worked sheep. Perspective.
Quote:Basically: what happens to the other cities in the NW? What tiles will they work? They are basically turned into junk cities in an attempt to make the copper city decent, and the copper city is never going to be decent. You're advocating a short term advantage of having copper and a good early city against the long term disadvantage of bunch of junk cities. And I don't think the copper city is even a good short term advantage as it takes so long to get off the ground.
Well I guess if there was an award for worst city in this PB, the silver city will be a good entry. Either way, its been a good report so far. You're making the best form a crappy situation and RBMod seems pretty nice. I kinda wish we could have done 2 games, one with and one without RBMod and compare/contrast the decisions.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
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Just 3 days ago, you were saying:
Quote:There is a worker moving to make sure the furs are hooked the turn it grows to size 3. Arse end of no where but surprisingly useful city. I was paying 1 gpt to barb bust the area, so if you take that into consideration it's breaking even on gold already...
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
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It's surprisingly useful, sure: it gives me a coastal city to get a galley to settle the silver, but I could do the same from GNAP. But it's "Surprisingly useful" because the rest of the land is junk: what other tiles can that city work that are going to be useful? All I can do atm is to work cottages, but this is an awful cottage city. It's a possible city to pop out a GS, but beyond that, it doesn't actually do much. It doesn't have any real growth potential.
GNAP gets furs, but I only need that happiness at Crapital, but another 15 hammer warrior will do the same under HR. But could I have used that settler somewhere else? Could I have settled more towards Pingo? Could I have built chariots to go attack the barb city or attack Pingo?
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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